{"push_id":1567843080,"size":1,"distinct_size":1,"ref":"refs/heads/weapon-system","head":"8c3d2072306e64b1eeb1f6047d48c8dbc7e634be","before":"7ff07281e1d1f302d8d5583909aad0425eee69e4","commits":[{"sha":"8c3d2072306e64b1eeb1f6047d48c8dbc7e634be","author":{"name":"Alexander","email":"c21ec5c4b8ccfb8afb9f2ef55016a28bcc37094e@protonmail.com"},"message":"Weapon system done, see desc (Alex E)\n\nOkay, the weapon system is pretty much done on the backend. If we want\nto make more bullets, then it would be trivial to implement and only\ntake minutes and come clicking and dragging.\n\nThere's only one annoyance, and that is that you cannot inherit from\nMonobehaviour if the class is static, and so I've had to opt for a\nScriptable object that is instantiated when needed.\n\nThese classes are: Bullets, Explosions. You instantiate them and get\nFire, and Detonate respectively. These will do the heavy lifting of\ncreating a new bullet in the scene and pointing them in the right\ndirection.\n\nThere are two inheritable classes for the weapon system: Projectile,\nExplosion. You can use these directly or derive another class from\nthem, and they have the basics for a bullet and explosion.\n\nI've also created a Utility folder where I have placed a deathTimer\nscript, as many things had their own version embedded, so why not make\na constant script that we can change once instead of having to change\nfive or something. I suggest we put any gravity code in here too.\n\nI've also put the player inside the Ships folder, I suggest we put any\nand all NPCs inside this folder.\n\nI agree with Alex H's statement about the panel switcher checking for\ndeath inside the player script being a little clunky. And so I have\ncreated a WaitForDeath script that attaches to the UserInterface\nobject, and will activate the death screen when necessary. I would have\nput it on the death screen itself, but apparently inactive objects do\nnot call update functions, and so I chose the next best thing. If this\nis still not favourable, we can do a different route.\n\nNukeExplosion script is now empty from the update. I'm keeping it for\nthe moment as I am debating on whether to implement a push back effect\nfor anyone caught inside a nuclear explosion.\n\nAlso, just to note, the try catches in Projectile are necessary to\navoid pesky errors. Like two bullets trying to apply force on one\nanother before being deleted. One will obvious fail, but accounting for\nthis with if statements will be much larger and unwieldy, plus it's not\ngame breaking if these were to fail for other reasons.","distinct":true,"url":"https://api.github.com/repos/Cranite/Totally-not-Asteroids/commits/8c3d2072306e64b1eeb1f6047d48c8dbc7e634be"}]}
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